Ben Marsh
a414e0be0c
[INTEGRATE] 4.4 branch back to main.
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[CL 2251491 by Ben Marsh in Main branch]
2014-08-11 11:51:02 -04:00
Rolando Caloca
eb6b518911
UE4 - Integrate from FNM
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[CL 2248878 by Rolando Caloca in Main branch]
2014-08-08 16:16:23 -04:00
Rolando Caloca
d35038ab08
UE4 - hlslcc - Fix for truncation (which fixed modf() intrinsic); also added fix for copy propagation on loops
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[CL 2243621 by Rolando Caloca in Main branch]
2014-08-04 19:46:14 -04:00
Rolando Caloca
68d9d12873
UE4 - OpenGL - Remove copy of cbuffer/structs on hlsl to match D3D
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[CL 2242497 by Rolando Caloca in Main branch]
2014-08-04 10:49:28 -04:00
Nick Penwarden
ea3a726638
Move per-frame simulation parameters for GPU particles in to the global constant buffer.
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[CL 2241670 by Nick Penwarden in Main branch]
2014-08-04 08:08:19 -04:00
Rolando Caloca
dd6c61f609
UE4 - Fix for subuv's precision
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#codereview Joe.Tidmarsh
[CL 2240259 by Rolando Caloca in Main branch]
2014-08-01 16:54:15 -04:00
Jack Porter
316ded1063
Fix framerate and video driver crashing problems when selecting SpeedTree meshes painted as foliage
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[CL 2239789 by Jack Porter in Main branch]
2014-08-01 09:32:22 -04:00
Brian Karis
6c1ca31258
Fixed double bright lighting
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[CL 2239312 by Brian Karis in Main branch]
2014-07-31 22:00:02 -04:00
Daniel Wright
bbffb27aaf
Fixed specular on movable skylights
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* Removed double normalization from stationary skylight specular
[CL 2239230 by Daniel Wright in Main branch]
2014-07-31 19:39:39 -04:00
Timothy Lottes
4c2aefe6f1
Optimization to the faster temporal AA (removing velocity weighting). Improved temporal AA by adjusting anti-flicker logic, now not light biased.
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[CL 2239204 by Timothy Lottes in Main branch]
2014-07-31 19:24:35 -04:00
Timothy Lottes
92517aced6
Turn color grading off when it is not needed.
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[CL 2238409 by Timothy Lottes in Main branch]
2014-07-31 11:39:15 -04:00
Brian Karis
78b5ac35b5
Fixed spot light overlap display
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[CL 2237783 by Brian Karis in Main branch]
2014-07-30 20:11:12 -04:00
Martin Mittring
2efb79c79b
* fixed TTP 342672 in Main
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UE4-Fortnite: Subsurface lighting model has broken, no shadows, no opacity controls work
[CL 2237457 by Martin Mittring in Main branch]
2014-07-30 16:01:49 -04:00
Mark Satterthwaite
35e217479b
Fix failure to link hit-proxy shaders on Mac OpenGL, which is much more pedantic than other platforms, by properly updating pixel shader semantics to match recent vertex shader semantic changes.
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#codereview michael.trepka, allan.bentham
[CL 2237119 by Mark Satterthwaite in Main branch]
2014-07-30 12:15:51 -04:00
Rolando Caloca
c077bee62e
UE4 - Improve D3D compile times
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[CL 2236497 by Rolando Caloca in Main branch]
2014-07-29 19:18:16 -04:00
Martin Mittring
b58ae4285d
* added new shading model Subsurface_Profile, can specify SubsurfaceProfile asset on the material, create it in content browser
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no backscattering yet, might replace Preintegrated and Subsurface shading models, can be optimized, postprocess pass only runs if an object on the screen is using it, uses SeparableSSS by Jorge Jimenez and Diego Gutierrez
[CL 2236313 by Martin Mittring in Main branch]
2014-07-29 17:33:28 -04:00
Timothy Lottes
06c5196590
Start of no-gbuffer rendering option. Still have a lot of work to do before this is functional.
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[CL 2236268 by Timothy Lottes in Main branch]
2014-07-29 17:32:52 -04:00
Allan Bentham
a599c4ff37
Enable Hit proxy with ES2 emulation shader fix.
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[CL 2235648 by Allan Bentham in Main branch]
2014-07-29 06:09:46 -04:00
Brian Karis
51fd1acabf
Nondirectional uses SH1
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[CL 2235198 by Brian Karis in Main branch]
2014-07-28 19:12:02 -04:00
Rolando Caloca
3f24640633
UE4 - hlslcc - Remove Metal seed 2 & 3 hack expanding matrices
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[CL 2235112 by Rolando Caloca in Main branch]
2014-07-28 18:06:32 -04:00
Rolando Caloca
18bf0d2802
UE4 - Fix for opengl (ambiguous conversion)
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#codereview Daniel.Wright
[CL 2234969 by Rolando Caloca in Main branch]
2014-07-28 16:46:06 -04:00
Brian Karis
1bea1bd9c4
Fixed intensity of translucency lighting.
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#codereview daniel.wright
[CL 2230934 by Brian Karis in Main branch]
2014-07-24 20:06:59 -04:00
Rolando Caloca
8a2b4f9866
UE4 - Fix for grey screen
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[CL 2228471 by Rolando Caloca in Main branch]
2014-07-23 10:31:01 -04:00
Joe Tidmarsh
576c2e197d
Prevent spiking artifacts when using tessellation with landscape.
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#ttp 341604 - UE4: Rendering: Adding a Tessellated Material to a landscape is casuing heavy spiking
[CL 2228350 by Joe Tidmarsh in Main branch]
2014-07-23 08:26:00 -04:00
Rolando Caloca
098d47a2b0
UE4 - Initial check-in for instanced static meshes (emulated) on ES2. Clamps at 64 instances.
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#codereview jack.porter, nick.penwarden
[CL 2227099 by Rolando Caloca in Main branch]
2014-07-22 12:00:23 -04:00